Mine was the Metal Gear Solid series. I was amazed on how Kojima bridged memorable cinematics and fantastic gameplay together to create such masterpieces that inspired me to create games similar to his vision

Doom,Duke Nukem 3D,and those games like it which had level editing capabilities. Ordinary morals now had the tools to create there own content, something almost unheard of previously. This is what got me really interested in making games!

Mine was the Metal Gear Solid series. I was amazed on how Kojima bridged memorable cinematics and fantastic gameplay together to create such masterpieces that inspired me to create games similar to his vision

I have a friend that did an entire TD game for android on his own (3d using unity) so I want to follow suit. If you look up Brackeys on youtube it shows all the instructions to create one. He started with that, then learned to code his own additions to that basic framework. The guy who does the Brackeys videos is a really good instructor and the lessons are very to-the-point.

I can't credit any particular game for my career choice. I've played games since I was five, and toyed around with modding long before I even realized that you could actually WORK with this! (My very first modding experience was editing Doom maps when I was like 10 years old - with some help from my dad of course)

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- My portfolio“There he goes. One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die.” - Hunter S. Thompson

I want to believe that's it's a combination of every game that I have ever played, and I tend to think that it's similar for other devs. I have this general passion for understanding games and for making the thing I wanna make. Taking in account the Butterfly Effect, it's possible that everyone is in a similar situation.

I've only recently got into game dev. It was due to Lost soul aside's trailer, knowing that one person was able to make that, made me want to try as well. I was inspired to start. Though for now, I am starting out by publishing my chapters for the game plotline to test out perception and see if people will like it. In the meanwhile, I learn more how to use unreal engine.

Ha, as an indie developer I feel a bit of a cook who tries to bring out a gourmet dish with 3-4 leftover ingredients that one has still in the fridge..

- "The Patrician", a very old but more so charming game with an awesome soundtrack and the aim to trade and become rich and powerful. I recently felt like playing it again and thought, why are getting professional games bigger and bigger but they don't feel as deep?

- my own career of being a professional Economist and, perhaps, would could I do to improve the trading aspect of a game such as The Patrician to be more real, for example, adding a stock market, news and real price movements.

- then there was Heroes of Might and Magic III with one of the best RPG skill systems.. That's real meat that gives you the calories to work hard!

and yea, one more thing, my very early career as e-Sport pioneer and the idea of balancing a game just right to provide optimal excitement to passionate player when battling against the AI while not getting too bored with repetitive tasks, such as, "Deliver 10 wolfskins to Joe the trader! And now, deliver 15 wolfskins to Joe the trader!" Can't leave out the spice for my dish in the indie kitchen!

Hands down, Neverwinter Nights is what did it for me. Granted the first (godawful) mods I ever released were for Oblivion, but NWN was the first time I got so engaged in a project that I actually taught myself the fundamentals of coding just to see it come together. More than 15 years later and I still can't stop myself from opening the Aurora Toolset for a few hours.

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Currently seeking freelance work for coding/voice acting/world domination/writing.